My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Good

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Hog Rider P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bomber Hog Rider
Giant Snowball
Fire Spirit Bomber Hog Rider
Zap
Fire Spirit Bomber
Barbarian Barrel
Fire Spirit Bomber Electro Wizard
The Log
Fire Spirit Bomber Hog Rider
Earthquake
Bomber Hog Rider
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Hog Rider P.E.K.K.A Electro Wizard
Fireball
Bomber Hog Rider Electro Wizard
Poison
Bomber Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit Fireball Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Fire Spirit Bomber Zap Fireball Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

5 Mirror Fire Spirit Bomber Zap

Attack Synergies 10 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Fire Spirit
Hog Rider P.E.K.K.A Zap
Bomber
Zap Hog Rider P.E.K.K.A
Zap
Fireball Hog Rider Mirror P.E.K.K.A Electro Wizard Fire Spirit Bomber
Fireball
Zap Hog Rider Mirror Electro Wizard
Hog Rider
Fire Spirit Zap Fireball Bomber Mirror Electro Wizard
Mirror
Zap Fireball Hog Rider
P.E.K.K.A
Fire Spirit Zap Electro Wizard Bomber
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider

Defense Synergies 4 10

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Bomber
Zap P.E.K.K.A Electro Wizard
Zap
Fireball Mirror Electro Wizard Fire Spirit Bomber P.E.K.K.A
Fireball
Zap Mirror Electro Wizard
Hog Rider
Mirror
Zap Fireball Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Bomber Fireball Mirror P.E.K.K.A

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Bomber Zap Fireball Electro Wizard
P.E.K.K.A Bomber Zap Electro Wizard
P.E.K.K.A Fire Spirit Bomber Electro Wizard
P.E.K.K.A Bomber Electro Wizard
Bomber Fireball P.E.K.K.A
Fireball Fire Spirit Bomber Zap Electro Wizard
Electro Wizard Fire Spirit Zap Fireball
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Electro Wizard
Electro Wizard Bomber Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A Fire Spirit Bomber Zap Fireball Electro Wizard
Fire Spirit Bomber Fireball Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Bomber Fireball P.E.K.K.A Electro Wizard
Fire Spirit Fireball Bomber Zap Electro Wizard
Zap Fire Spirit Bomber Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Fire Spirit Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Zap
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A
Fire Spirit Fireball Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball
Bomber Fireball
Electro Wizard Bomber Zap Fireball P.E.K.K.A
Bomber Zap Fireball P.E.K.K.A Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Bomber Fireball Fire Spirit Zap
Fireball Fire Spirit Zap
Fire Spirit Bomber
Fireball Fire Spirit Zap
Fireball Zap
Fire Spirit Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Fire Spirit Zap
Fire Spirit Fireball
Fireball
Zap Fireball
Bomber Zap Fireball
Fireball
Fireball
Bomber
Fire Spirit Bomber Zap Fireball Electro Wizard
Fire Spirit Bomber Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Bomber Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Fire Spirit Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Bomber Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Zap Electro Wizard
Fireball
Fireball Electro Wizard
Bomber Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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